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I would recommend you run somewhere between 36 and 40 lands (this is including basic lands).

As a green deck, I strongly recommend you make room for some ramp spells. The higher your mana curve the more you should run. They make it easier to cast your bigger spells, recast your commander and ensure you don't get mana stalled. Here are several budget options:

As a blue deck, you may want to make room for a few counterspells, not too many though. You are already running Fuel for the Cause which is good for your deck and Turn Aside you are also running is good to protect your commander and other things. Here are a few budget options:

1 month ago

2 months ago

Nice build there.
My suggestions:
Take out the Hydroforms and replace them with Simic Charms. Yes, Hydroform does make flying, but Simic Charm is much more adaptable, especially for an aggro/control build - bounce their big creatures to not only stop them winning but also to pave the way for your aggro, make your creatures bigger and stop the burn. I would also reccommend taking out Frilled Oculus, because if you want aggro there are creatures you can pump more than once a turn.Berserk is a good card if you can deal lethal damage with it. If you want aggro, I would recommend taking out some of the evolve creatures - they are for the long game as you play them but they don't get big until much later on, unless you are playing larger creatures every turn or have a big token combo on. Also on the aggro, if you want to go full on, take out all the evolve and control aspects and put in things like mutagenic growth and prdator's strike. Just look at the infect decks (like mine below) for some nice pump spells. Since you don't care about legality (although it works much better for infect), Invigorate is good for that little extra damage. On top of the pump spells, run Wild Defiance to really get the damage racking up. If you are looking for more control, run some walls (e.g. Fog Bank and Glacial Wall) to trigger evolve. For card advantage or pseudo-hexproof run Monastery Siege and Pore Over the Pages. For counterspells, run Counterspell, Rewind, Arcane Denial and Remand. If you have a higher budget, run Voidslime and Mana Drain instead of Rewind and Arcane Denial also, Venser, Shaper Savant. If you want elementals, any out of Nissa, Sage AnimistFlip, Nissa, Steward of Elements, Nissa, Worldwaker or Nissa, Genesis Mage is a really good option. Also on lands, if you have enough mana, run Liege of the Tangle and some unblockable spells (also see my infect decks below). Also, run more lands - 12 lands is NOT ENOUGH! I recommend a playset of Simic Signets and at least one Gilded Lotus, and possible Simic Keyrune and Thornwood Falls instead of or as well as Simic Guildgate. Run a minimum of 20 lands unless your deck is at least 1/3 mana rocks. This is a nice idea, so I hope I have improved it for you.

2 months ago

Looks good so far, to answer your question about lands, we know we will get shocks in Guilds of Ravnica as well as guild gates, unfortunately Breeding Pool wont be printed in the first set, Simic Guildgate probably wont be either so waiting around wont be too helpful. I've noticed you've not included Hinterland Harbor its 2-3 dollars and will often enter untapped, I think it'd be a good pickup for you.

There are actually a couple of cards I think you have in your sideboard that might be more playable in your main-deck. I'd swap your copies of Seafloor Oracle with Tempest Caller, while your deck can quickly build up a big board, none of your cards are superstars when it comes to power. Tempest Caller Can often be the card that lets your creatures through for a win, particularly against the angels, dragons and knights in the format. Back to Seafloor Oracle, its good but it really shines against decks with no creatures, namely control. Another change i'd consider is bringing Merfolk Trickster to your main deck, similar to Tempest Caller it can let you slip through lethal damage and it can also save you in certain situations, I'd consider swapping them with the Swift Wardens despite them being playable.

Due to the decks in standard at the moment i think its more important to main board for creature match-ups and sideboard for control. The scariest cards from control are the removals. Naturalize is great due to the presence of enchantment removal like Seal Away, Ixalan's Binding etc etc. Swift Warden is good for single target removals but it is 3 mana, I think for an aggro deck cards like Blossoming Defense is great while we have it as well as Dive Down, they're also both useful in situational mid-range match-ups. Another really scary card against you is Settle the Wreckage, you have negate which is the right answer for it, i would also consider adding a few copies of Spell Pierce, they're most likely going to tap out for Settle the Wreckage as turn 4-5 is where you can be swinging lethal and having both Negate and Spell Pierce just makes it more reliable they wont be able to resolve it. Not to mention that 1 mana difference actually means something for you, you can throw out an extra 1 drop, or save for a removal next turn if you decide to play Dive Down or Blossoming Defense. Another card you might consider for the control match-up is Kopala, Warden of Waves, if nothing else this card is annoying, Fatal Push is 3 mana to remove a 2 drop Teferi, Hero of Dominaria requires 2 mana to activate his -3 and if they want to cast Ixalan's Binding they need to wait untill turn 6.

In what you would take away from the sideboard. Merfolk Trickster and Tempest Caller would be in your main deck. I probably wouldn't include the Swift Warden, they're good but not really necessary. Unless you main deck Unsummon I don't think you need it. Finally, Gaea's Blessing is nice but if a game has stretch on to the point where you have all copies of your best card in your graveyard, you've probably already lost. If you really need a card engine Chart a Course or Curious Obsession are much better options for this deck.

5 months ago

Hello! So I see you mentioned in your description that this is your first commander deck. It has a pretty solid base, so I will just give you some rules that I tend to follow when I build. At a baseline, I tend to run 10 sources of draw, 8-10 sources of ramp, and 5-10 pieces of spot removal.

In terms of general advice, I would up the creature count if possible.

I know I have given you an overwhelming amount of card suggestions, and don't break the bank getting the expensive ones. A lot of these cards are staples in commander if you don't have them and they will go an extremely long way to making your game play feel more consistent and effective. Let me know if you have any questions. Beating people to death with merfolk is a lot of fun. Speaking of islandwalk, consider Thada Adel, Acquisitor and something like Quicksilver Fountain to create islands.

7 months ago

Alright so initial thoughts: needs more ramp, needs more card draw and needs more interaction.

Ramp: You are in green so there is a lot of really good and cheep ramp you should add. You have the three two mana rampent growths which are good, but you should have at least 10 pieces of ramp in your deck, generally I like the higher mana ones that get two lands. The two mana ones are better in faster playgroups, but with how slow our games usually are, card efficiency and advantage is more important in my opinion. Cards I suggest: Cultivate, Explosive Vegetation, Kodama's Reach. You might also consider running all the signets though you may not need them. Also a note on mana, I'd say you should still run at least 36 lands, 34 is a bit low. For budget reasons you can probably cut the scry lands too. Look at: Kazandu Refuge, Highland Lake, Simic Guildgate, Timber Gorge, Woodland Stream. You also need to add some Mountains to your deck, at least 4 I'd say. You can also try to reduce the number of tap lands but yeah.

Card draw: One note first, make sure you add Ancestral Statue. Honestly your card draw isn't to to bad. I'd include Fierce Empath to for tutors, Skullclamp is always great card draw too. Secret Plans is cheap and goes with your deck. Trail of Mystery is also a good card, remember you can unmorph inside of combat too. Salt Road Ambushers is also a morph card that goes really well with other morph creatures. Remember megamorph is the same thing as morph, except when it flips it gets an extra +1/+1 counter. Whisperwood Elemental is crazy good card advantage too. Ixidor, Reality Sculptor is really crazy good when you can turn expensive un-morph creatures face up for only 3 mana too. Master of the Veil is also really good to rebuy some of the unmorph effects.

Cards I dont think are pulling their weight: Recurring Insight is bad imo, if you want Fact or Fiction is better I'd say. Ashcloud Phoenix really slow and probably not going to recur. Broodhatch Nantuko interesting if you block a big creature and unmoroh it but even then I dont think its that good. Dawntreader Elk unless you are returning it from the graveyard I like other ramp more. Desolation Twin only good when you are ahead and even then questionable. Fathom Seer good card, but may not always have two islands, or just needs to be a consideration when you are ramping. Protean Hulk really good for combos and sometimes ok for value. In your deck of high cmc creatures though not as good. Unless he's a combo piece I'd say you can cut him. Thelonite Hermit dont think its worth it. Thought Harvester good if you are comboing it with Ancestral Statue or the like for a game winning combo, so probably fine, doesn't do much if you are not comboing though. Tishana, Voice of Thunder probably only good if you are already winning, may be fine but also cuttable for budget reasons. Flash really doesnt need to be here. Swan Song is a great card but can also probably be cut.

8 months ago

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